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Dec 27 2011 05:23pm
Quote (dragoneth @ Dec 27 2011 01:34pm)
hour long tut? lol wwtf


Well Ian said it was an hour long, but it may not take that long. It's nothing compared to how long the rest of the game can take. :P

This post was edited by Mastrshok on Dec 27 2011 05:39pm
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Dec 27 2011 07:00pm
For those curious/care and would want to read about these destinies I will list them and the little description with them (I won't post the picture of the cards as they are a little large and might be an eye-sore to the post) **(The last few last tier destinies are currently being revealed)
***These are cards you receive through leveling up and picking what skills you want and will give you bonuses to your builds (So these aren't like "I want that" and you get it).

Destinies

Fateless

Fateless One - Newly resurrected, your Fate is blank, formless, and ready to be forged into the shape of your choosing.

Rogue


Rogue - Unlike many of the warriors of Amalur, Rogues prefer to fight from far away, or from behind, or by dishonorable means, and usually by surprise. As a Rogue, you sneak, dodge, and slather weapons with poison to gain the advantage in combat.
Scout - Adopting more refined tactics and equipment, Scouts remain quiet, collected, and stylish in combat. With this Destiny you produce stealthy kills by ambush, backstab, or at range.
Hunter - More successful Rogues style themselves as stalkers of dangerous prey. Stealth, ranged attacks, and targeting with anatomical precision more often translates into attacks of critical damage.
Ranger - Solitary Rangers enjoy a dark and deadly reputation, mostly earned, for swift violence and secret murder. A Ranger's foe suddenly struck dead by his or her own weapon...a Ranger ambling away, unmarked and refreshed, from a battle with a dozen would-be thieves...such elements are common in Amalurian folk tales.
Assassin - In addition to a more polished execution of precise targeting, nimble dodging, and a tidy efficacy with deadly poisons, the Assassin's swift, agile movement aids unnoticed approaches and silent exits from deadly encounters. This effortless grace and style marks the assassin as an 'Aristocrat of Violence.
Nightblade - At this level of proficiency, the Nightblade's deadly arts become confused in the popular mind with sorcery. With this Destiny, you assassinate targets unheard, unseen. Fierce foes fall dead, silently, without a mark. Impossibly fast, deadly, and untouchable, your craft assumes the seamless mystery of a black art.

Mage-Rogue

Disciple- The sometimes fragile appearance of a Disciple masks a deadly assortment of skills that are usually employed from a safe distance. With this Destiny you excel at dealing elemental damage and piercing an enemy's armor.
Arcanist - Able to teleport a short distance at will, the Arcanist practices a shadowy magic shunned and feared by others. With this Destiny your chance to deliver a critical strike is improved, and you are guaranteed to do so when your enemies panic in dread.
Warlock - The Warlock excels at dealing different kinds of magical damage from afar, while teleporting out of reach. By embracing this Destiny, you regenerate your lost mana at a greater rate, and enhance your Blink ability with poison.
Spellcloak - As a Spellcloak, you are a mysterious and evasive mage of the shadows. You imbue your every teleport with a poisoning effect, and utilize a varied array of grim tools to unleash havoc upon your foes.
*Hidden Destiny

Mage

Acolyte- As an Acolyte, you are devoted to the arcane and a mastery of elemental forces. You prefer to destroy your opponents with raw magic rather than through crude or mundane methods.
Initiate - An Initiate's powerful spells suffice to terrify the vast majority of Amalur's threats. Embracing this Destiny results in a marked increase in the potency of your spells. An efficient management of arcane resources helps you outlast less disciplined magic users.
Seer - Because of their attunement to mystical energy, Seers naturally replenish their reserves of mana and continue to develop the power of their spells. With this Destiny, you are an adept spell-caster able to teleport short distances with the Blink ability.
Sage - As a Sage, besides approaching the natural limits of magical power, the lingering effects of your elemental magic are extended beyond their normal duration. Your understanding of Ice magic allows you to teleport a short distance by harnessing that elemental sphere.
Sorcercer - With this Destiny, you are among the elite magic users of Amalur. In addition to supernatural offensive and defensive power, great magical reserves, and improved economy of mana, you also gain an enhanced Ice Blink ability.
*Hidden Destiny

Jack of All Trades

Seeker - With this Destiny you are a Jack of All Trades, proficient in all forms of combat. Whether it is in melee, at a distance, or magical combat, you will rarely find yourself without recourse. You are comfortable with the trappings of mage, warrior, and rogue alike.
Wayfarer - The Wayfarer could just as likely be seen in the vanguard of the Alfar army as alone in the woods of Dalentarth. With this Destiny you are an adaptive combatant and resourceful explorer of both wilderness and civilization..
Adventurer - As an Adventurer, you are experienced in all forms of combat and exploration. You are well accustomed to the shadows, wielding the arcane, or trading blows in a melee. Because you are used to life on the road, you are tougher than the average denizen of Amalur.
Prodigy - The various pursuits and interests of the Prodigy include all types of weapons, magic, and armor. You are acclimated to a rugged lifestyle and naturally resistant to all attacks. You also have a greater chance to land a critical strike.
Polymath - Your experience with the varied dangers of Amalur has honed you into a dilettante of combat. Felling countless foes has prepared you for any battle.
*Hidden Destiny

Fighter-Rogue

Duelist - With this Destiny, you quickly dispatch your enemies from both afar and close-range. Your specialty lies in delivering frequent, lethal strikes and overwhelming your adversary with varied attacks.
Warden - As a Warden, you deal additional damage with both ranged and melee weapons. You also inflict critical damage more often by striking at your enemies' weak points.
Avenger - With the Avenger Destiny, you are a terror of Amalur, defeating opponents with a relentless barrage from any range. In the zealous execution of your prowess you are often able to circumvent the armor of your rival.
Slayer - Your knowledge of corporeal damage is absolute, and you promise death through the arsenal of short and long-range options at your disposal. Given the opportunity, your ambush means an enemy's bloody end.
*Hidden Destiny
Fighter-Mage

Guardian - With this Destiny you are able to engage in melee and convert any force used against you into your own magical energy. You are naturally resistant to harmful spells, and transmute a portion of damage sustained to your own mana pool.
Battlemage - As a Battlemage, your every strike is amplified when wielding melee weapons. With this Destiny, you are able to Blink through combat, sustain both magical and physical damage, and use that energy to retaliate in kind.
Crusader - A mastery of war magic allows you to elude your opponents with the ability to teleport a short distance, while exposing them to devastating attacks. Both your defensive and offensive capabilities are increased with your improved control of the arcane.
Paragon - In battle, the Paragon wields an intimidating display of might and sorcery. Besides your natural protection against elemental damage, your ability to gain mana from all attacks directed at you as well as Blink, you are now also well armored.
*Hidden Destiny
Fighter

Brawler - With this Destiny you are a formidable melee combatant. You can withstand a lot of punishment, and it is usually more efficient for you to block or suffer an attack rather than dodge one.
Fighter - With this Destiny you are even more effective in melee combat. The Fighters of the Faelands are well-accustomed to battle, and can therefore both absorb and deal more damage.
Soldier - From the Alfar military to human armies, the experienced Soldiers of Amalur excel in close-quarters fighting. With this Destiny, your brutal attacks carry an added weight to stun your opponents.
Warrior - Because of their additional resilience, Warriors do not hesitate to wade into the thickest of frays. In most battles, their ability to inflict damage is equaled only by their honed defensive capabilities.
Conqueror - As a Conqueror, you are an imposing figure, feared by most enemies on the battlefield. Like the greatest warriors of legend, a single strike of yours can stagger your opponent, and even the strongest foe will find it difficult to overcome your defenses.
Warlord - There have been few Warlords in the history of Amalur, and they were all respected and feared as the primal embodiments of conflict itself. This Destiny allows you to endure any and all attacks while laying waste to those who would dare to oppose you.

This post was edited by Mastrshok on Dec 27 2011 07:11pm
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Dec 27 2011 07:08pm
pretty sweet classes imo tonnes of variety
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Dec 27 2011 07:10pm
Quote (Muru @ Dec 27 2011 07:08pm)
pretty sweet classes imo tonnes of variety


Yeah a ton of options although i'm not sure if its just those. I Think there are more of them to discover. ^_^
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Dec 27 2011 07:24pm
sounds cool but wont have the money when its out, well probably wont
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Dec 27 2011 07:25pm
Quote (XpopcornX @ Dec 27 2011 07:24pm)
sounds cool but wont have the money when its out, well probably wont


:o It will be a must have. :P
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Dec 27 2011 07:26pm
Quote (Mastrshok @ Dec 27 2011 09:25pm)
:o It will be a must have. :P


i basically bearly have enough money for jak and daxter/twisted metal

like rly ill prob have $1 left
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Dec 27 2011 07:29pm
Quote (XpopcornX @ Dec 27 2011 07:26pm)
i basically bearly have enough money for jak and daxter/twisted metal

like rly ill prob have $1 left


Lol. ^_^ Well i'm pumped for it. For being an IP its pre-orders will probably hit 200k in the month of January.

I'm also a fan of RPG's and especially long open world types.
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Dec 27 2011 07:58pm
NO FAG
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Dec 27 2011 09:05pm
Playable Races


Ljosalfar - Regal. Steadfast. Uncompromising.

A proud and insular people, the Ljosalfar strive to preserve nature and shape it to their will. The light elves resist change, flash-freezing their ancient homeland to keep it in an idealized, timeless state. The Ljosalfar revere the principle of Justice, fighting time and again to defend Amalur against chaos and darkness.

The light elves stand with their Dokkalfar cousins to battle the relentless armies of the Tuatha. Though far from their frozen homeland, the Ljosalfar are determined to keep the fortress of Mel Senshir from falling into the hands of their enemy.

City and Homeland - Fieriol, Glen Suthain

Varani - Traders. Mercenaries. Wanderers.

The human clans known as the Varani can be found throughout Amalur, as much at home on the high seas as in the villages and outposts they inhabit. Though not as culturally refined as the Almain, the Varani have brought commerce and a degree of civilization to the wilds of the Faelands.

While lacking political motivation for involvement in the war against the Tuatha, many Varani have found employment fighting in the mortal armies as mercenaries. The battle-hardened fierceness of the Varani has given them a well-earned reputation as a valuable ally in the seemingly unwinnable conflict.

City and Homeland - Nomadic

Dokkalfar - Charismatic. Intelligent. Seductive.

The Dokkalfar are respected as sophisticated students of magic and diplomacy, yet it is their alluring presence that makes them so compelling. The dark elves are the ultimate manipulators, controlling the actions of others from the shadows. While their reputation for subtlety is well earned, many find the Dokkalfar so charismatic that they willingly parlay with them—regardless of the consequences.

Though the port city of Rathir stands as a testament to their thriving culture, the relentless war against the Tuatha has put a great strain upon the Dokkalfar. The dark elves fight alongside their fairer-haired cousins, the Ljosalfar, in an attempt to push back the unyielding armies of the Fae.

City and Homeland - Rathir, Plains of Erathell

Almain - Noble. Honorable. Brave.

The Almain are valorous humans who embody the ideal of Order in all things. They abhor Chaos, imposing structure and ritual in everything they do. One of the most imperialistic kingdoms in Amalur, the Almain are proud of their long and illustrious military tradition. Their patron deity is Mitharu, god of Order, a belief that guides every aspect of their lives.

Some Almain have come to the Faelands seeking freedom from the binding ties of politics and religion, hoping to make their own destiny far from the rigid laws of their kingdom. Yet no matter how far they may wander from their homeland, they honor the battlefield disciplines of their ancestors.

City and Homeland - Port Myria, Almere Valley

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